Economics, Bidding, and my plight.
Posted: Fri May 17, 2013 9:24 am
well I'm stumped. and no amount of pacing and soda has helped. thankfully I stopped before I ran out of Pepsi, however this still leaves me with a problem...
a suggestion I gave earlier (not sure if it has been approved yet) sparked a torrent of creative thinking. I am picturing a game (don't dare get your hopes up I have never finished anything of this sort) simulating economics and empire building. for a time period I have chosen 1400 CE to 1933 CE, so I shouldn't have any problems at all
the reason I chose this period has to do with the political, scientific, and economic developments during this period (fall of feudalism rise and fall of mercantilism, rise of capitalism and Marxism) provide an excellent backdrop for empire building (and breaking, I forgot to mention breaking!). but as to my plight!
lets assume we have a series of producers. actually lets talk about that. It is nonsensical for a series of farmers who own a set piece of land to produce anything less than the maximum. first off they must eat, and second better to use the last two acres producing wheat at a diminished price than have idle land. (some cash is better than none) however it may make perfect sense for a Victorian steel mill to tone down production in the wake of an economic downturn. my hypothesized solution is abstraction.
Bring forth the guilds! I am not representing individual producers. not only would that kill your computer, but it would bring about many complications with respect to the farmer and the steel mill (unless someone demonstrates otherwise) additional abstractions shall be included.
if you hate background and reading skip to here------------------------------------------------------
I have a series of producers that take input and provide output. These suppliers have to be able to trade with consumers. problem, there are no fixed prices in this game (unless the kings a royal arse) therefore, I need a method of simulating a market economy on a laptop. I have come up with many flawed ideas, and I need additional input.
1. bid by cost - everyone designates a quantity of currency to use to get their resources. the total supply is divided by the total bids to get cost per unit.
2. bid by quantity - everyone designates a number to buy, some magic happens, and a price per unit is calculated.
3. complete liquidation - no one ever leaves goods to rot, they sell EVERYTHING even if it is at a discount
specifically I need a means of determining how much each nation should pay and how many goods they get (there might not be enough to go around)
Problems:
1. Nations can subsidies and embargo each other so the consumers can't be lumped and divided at a whim.
2. Not everyone wants to stockpile so buying all that you can is nonsensical
3. Nations will have their own currency so suppliers cannot simply be grouped
4. Turn order shouldn't notably affect cost (to prevent people getting screwed)
a suggestion I gave earlier (not sure if it has been approved yet) sparked a torrent of creative thinking. I am picturing a game (don't dare get your hopes up I have never finished anything of this sort) simulating economics and empire building. for a time period I have chosen 1400 CE to 1933 CE, so I shouldn't have any problems at all
the reason I chose this period has to do with the political, scientific, and economic developments during this period (fall of feudalism rise and fall of mercantilism, rise of capitalism and Marxism) provide an excellent backdrop for empire building (and breaking, I forgot to mention breaking!). but as to my plight!
lets assume we have a series of producers. actually lets talk about that. It is nonsensical for a series of farmers who own a set piece of land to produce anything less than the maximum. first off they must eat, and second better to use the last two acres producing wheat at a diminished price than have idle land. (some cash is better than none) however it may make perfect sense for a Victorian steel mill to tone down production in the wake of an economic downturn. my hypothesized solution is abstraction.
Bring forth the guilds! I am not representing individual producers. not only would that kill your computer, but it would bring about many complications with respect to the farmer and the steel mill (unless someone demonstrates otherwise) additional abstractions shall be included.
if you hate background and reading skip to here------------------------------------------------------
I have a series of producers that take input and provide output. These suppliers have to be able to trade with consumers. problem, there are no fixed prices in this game (unless the kings a royal arse) therefore, I need a method of simulating a market economy on a laptop. I have come up with many flawed ideas, and I need additional input.
1. bid by cost - everyone designates a quantity of currency to use to get their resources. the total supply is divided by the total bids to get cost per unit.
2. bid by quantity - everyone designates a number to buy, some magic happens, and a price per unit is calculated.
3. complete liquidation - no one ever leaves goods to rot, they sell EVERYTHING even if it is at a discount
specifically I need a means of determining how much each nation should pay and how many goods they get (there might not be enough to go around)
Problems:
1. Nations can subsidies and embargo each other so the consumers can't be lumped and divided at a whim.
2. Not everyone wants to stockpile so buying all that you can is nonsensical
3. Nations will have their own currency so suppliers cannot simply be grouped
4. Turn order shouldn't notably affect cost (to prevent people getting screwed)